How to download mods for robo recall
Search instead for. Did you mean:. Robo Recall Mods. Robo Recall is quickly becoming one of the most popular games for the Oculus rift. The game is absolutely amazing and suggest anyone that hasn't given it a try , to give it a try. Does anyone else here play Robo Recall?
HTC Vive. All forum topics Previous Topic Next Topic. Showing results for. Search instead for. Did you mean:. Firestorm Level 4. Hey guys! Just back to quickly plug my newest mod, the Dungeon Master Map Pack! It's a mod that randomly generates a 5x5 room dungeon every time you load the level, meaning that you get a very different level almost every time, for lots of replayability! I'm actively developing it and adding new features as well!
Version ten is the first version I'm calling a "stable" release of this mod. Granted it still has a few bugs, but it's the first version of the mod that functions pretty much like I want it too.
A part of that being because I've gotten more skilled at modelling and rigging, and partially just because I found this amazing manual that explained a lot of things about Blueprinting to me that I had never explored before! For those of you who don't know, Robo Recall is one of the amazing launch titles that was created specifically for Oculus' Touch controllers, the official motion controllers for the Oculus Rift.
Its a giant adventure game filled with rogue robots, a giant flying norse god, and some flirtatious AI assistants!
And best of all, it comes free with every Oculus Touch! I wanted to start off with a simpler mod saying simpler because it's still a bit complicated for us to get our hands dirty and then I'll be making an Instructable later to go further in depth at creating a more complicated weapon.
For this tutorial, we'll be making a melee weapon based off of some components from a gun and a model we import. For this tutorial I recommend downloading the Infinity Blade model form modeler's resource.
Then, unzip it by right clicking and choosing extract all. This should bring up a new window with a folder called "infinity blade" inside another folder in the directory you downloaded the zip too. The second picture up above should be what's inside of that new Infinity Blade folder. We need to adjust a few things in order for the infinity blade model to be ready for unreal engine.
It's a free 3D modelling and animation program. If you don't have it already, go to www. First things first, after opening Blender, right click on the cube in the center of the screen and then hit your x and enter keys to delete it, we don't need it. As you can see, the blade is currently much, much larger than our small grid in the center.
We need it much smaller before we do anything with it, so right click to select it and then hit the s key and enter. Now, we need to recenter the Infinity Blade so that it's root is right about where you would be holding the sword in-game. Now that the origin is correctly set, we need to make sure that this model has the correct materials applied!
To check that, go to the white ball at the bottom of the 3D view and click on it, and change the view mode to "material". The sword should turn pretty much black, and that's because our light is only shining on one side of it.
You should now see a textured Infinity Blade! Now there is only one thing left to do in Blender before we export it. With that complete, it's time to export our new sword fbx! Before you export, make sure to look at your fbx options down in the lower left and check "selected objects", and save it in your directory! Now we need to bring everything we just did into Unreal Engine! Making mods for Robo Recall requires a special version of Unreal Engine, so open the Epic Games launcher yes the same launcher used to launch Fortnite.
Once the install has finished, click Launch to open the mod kit! I've highlighted the fields to select and fill in in the second photo above. This will create your own custom content Folder inside the Robo Recall Modkit folder. You should see in your content browser a folder that says "blueprints". We'll take a look in there later. This will open up a window for you to select an asset to import. Select your new fbx and import it, making sure to select the checkbox for "skeletal mesh" in the menu that pops up leave everything else the same and click "Import All".
Repeat this process for the two textures as well. That completes importing! One final tip, right click the folder in the list to the left and select "save all" so you don't lose your models and textures if unreal engine should crash.
You should've seen when you first imported you fbx file, it created a PhysicsAsset for you an orange file in the content browser with an icon of a man bending over. You can see that the physics object thinks that the best shape for a collider something that manages physics collisions for a mesh would be a capsule. We want it to lie flat on tables and stuff, so we need to delete that object and make our own cube shaped one.
To do that, right click on the white text in the heirarchy to the left should say rdmobj00 or something like that and click on "delete all bodies below" to delete them all. Then right click on that text again and click on "New body". Under Collision Geometry, select box and hit ok. You should now have a box shape around your entire model like that in the first image above. It would work ok, but I want it to be even closer matching to the sword, so hit the r key to enter scaling mode and scale in the x axis "the red arrow" until the box is just a bit wider than the blade.
To make it easier to see the edges of the sword, enter orthographic mode by using the view menu in the top left. Now the ring is outside the box! To make it so the ring hits objects in game too, right click on the text in the heirarchy again and select "add box".
Move it and scale it to fit as well, this time around the ring exclusively don't worry about the two boxes overlapping, that won't effect anything You can also look at it from left or right orthographic angles to make sure it's as thin as you want.
The material editor shown in the image above works with the Blueprint system in UE4. Meaning you can create incredibly interactive and realistic materials without using a single line of code. For this material we want to do three things:. The first two are very simple, we can complete in this step alone. We already have the two textures we need in the content browser, so drag them into the grid area of the material editor to make a reference to them.
Then save.
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